Character

Game

Tales of Maj'Eyal: Age of Ascendancy 1.6.7

Addons

Ashes of Urh'Rok 1.6.7

Official Expansion!

Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?

Start with a new class, the Doombringer! These avatars of demonic destruction charge into battle with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents. Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds, softening up the crowd with waves of fire, then feeding on the flames and suffering of their surroundings to stay alive while quickly reducing any group to a pile of ash and gore.

Unlock a new class, the Demonologist, with an all-new item enhancement mechanic! Bearing a shield and the magic of the Spellblaze itself, these melee-fighting casters can grow demonic seeds from their fallen enemies. Imbue these seeds onto your items to gain a wide array of new talents and passive benefits, and summon the demons within them to fight on your side! Ever looked at a gigantic demon-cursed minotaur and wished it was on your side for once? Well, now you CAN summon one to pound your foes into paste while you cast devastating spells from afar, or call forth a squad of Fire Imps to pelt your enemies to death while they exhaust themselves on your impenetrable defenses! Demons have persistent health, making them a little more precious than disposable necromancer skeletons or summoner beasts, but can be revived from death nonetheless.

Two new zones, with all-new art, foes, and bosses! You've seen the plains of the Fearscape before, now see the lairs and headquarters of the demons themselves!

Over 10,000 words of written lore to find! The demons were once an enlightened, peaceful race, hailing from a distant planet known as Mal'Rok; learn what drove them to plot Eyal's eternal torture! Discover monuments to each of the demonic species and noteworthy individuals, showing the place of honor each has among them! Get a glimpse into the culture and daily lives of these sadistic invaders and their brainwashed thralls!

Unlock a new race, Doomelves: Shalore who've taken to the demonic alterations especially well, corrupting their typical abilities into a darker form. Blink away to safety, transform into a shadowy dúathedlen to hide in the shadows or prey on your foes with blasts of darkness, use your new resilience to soak up status effects and critical hits, and assault your enemies' minds to leave them unsteady in combat!

Between the aforementioned classes and Doomelves, a whopping 75 new talents!

20 new artifacts, with unique and interesting effects. Collect the Obsidian Treasures to amass more and more power! Slip your hands into the Will of Ul'Gruth and watch your sweeping blows smash down walls! Wear a giant hideous hell-mouth as a fashionable belt!

7 new achievements! Conquer the worst Urh'Rok's forces can throw at you, and hang their metaphorical skulls from your profile page!

Items Vault 1.6.0

Embers of Rage 1.6.7

Official Expansion!

One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes.

Features:

Explore a whole new campaign from level 1 to 50, one year after the events of the original Tales of Maj'Eyal campaign. Liberate the Orcs (or die trying) by rising up against the Sunwall, the Steam Giants of Atmos, and other dangers that may lie in wait...

Play as one of three new races: the battle-hardened Orcs, the brutal Yetis, and the unstoppable Whitehooves. Discover their stories, their pains, their hopes... and their awesome racial powers!

Risk your life in over 20 unique zones! Explore the ruins of a lost city, lay siege to the Sunwall forces at the Gates of Morning, and raid the Steam Giants' mining quarry - each has its own unique foes and hazards, leading each to feel and play different from the others.

Play as one of the four new tinker classes: Gunslingers, Sawbutchers, Psyshots and Annihilators! Plus a class evolution: Technomancers! Crush and rend your foes with heavy metal, electrocute and immolate them with your gadgets, charge across the battlefield or nimbly strafe in style - each plays differently, and none provide any shortage of ways to slay your foes.

Master steam technology to build powerful tinkers to augment your equipment. Need to close in a bit quicker? Turn your boots into rocket boots! Having a hard time deciding whether to shoot someone or stab them? Build a Hand Cannon into your gloves, or deploy a Weapon Automaton to do the stabbing for you! If you have a problem, steamtech has a solution, usually involving explosions; with over 80 different powerful contraptions to craft, enjoy unparalleled versatility and trying something different with every playthrough.

Master the tactical uses of over 140 talents! Fire bouncing trick-shots and psychic-infused shots, use your steamsaws as shields or wheels, terrify your foes with long mechanical arms - there are no "boring" talents here, everything has its own special applications and properties!

Use advanced technology in the world of Eyal! Burrow through sand, plant bombs to destroy tunnels, and discover that you aren't alone in using it...

Infusions and runes are for puny humans; implant new medical injectors to pump an array of experimental chemicals into your body! Injectors can use any (infinitely reusable) salve in your inventory as long as they're off their cooldown, giving you versatility you've wished you could get with a couple of inscriptions.

Loot over 70 new and powerful artifacts. Pump lead into foes with big guns, quick guns, and explosive guns! Shred them with saws that maim, saws that thirst for blood, and saws that aren't really saws! Violate common sense by strapping a rocket to your back and calling it a jetpack!

Enjoy dying in horrible and exotic ways at the hands (or claws, jaws, guns...) of over 140 new creatures! Not mere piles of stats and chain-stuns, these foes will provide unique challenges - suffer the Sunwall's newest cosmic spells, the new breeds of ritches that infest and multiply, the Steam Giants' elaborate defense systems, and find new strategies to adapt to each!

Earn a trunkload of achievements! Have your accomplishments recognized for liberating the Orcish people, displaying exceptional mercy or cruelty, or showing your prowess with impressive feats! Give a boss a fate worse than death, show Sunwall forces how frustrating it is to fight a Radiant Horror as a paladin, come out on top against impossible odds, display a suicidal lack of situational awareness, and wear a badge of pride or shame for each!

Read roughly 27,000 words of new lore to immerse yourself in the world! Learn how things have changed since the Scourge's campaign, feel hatred and/or pity for your foes, uncover grand schemes and sinister plots, and notice the elaborate connections between Var'Eyal's numerous factions. Every zone has a story behind it, and every story ties into a bigger picture; enjoy a tale of horror and humor, of intrigue and glory, of despair and hope.

Earn the right to use the classic (and Ashes of Urh'Rok) classes in Embers of Rage, and the new tinker classes in Maj'Eyal! Play a Brawler in the East to fulfill your life-long dream of suplexing an entire nation of giants, or play a Sawbutcher in Maj'Eyal to shred through Dreadfell in a whirlwind of sawblades and steam!

Possessor Bonus Class 1.6.6

Forbidden Cults 1.6.7

Official Expansion!

Not all adventurers seek fortune, not all that defend the world have good deeds in mind.
Lately the number of sightings of horrors have grown tremendously. People wander off the beaten paths only to be found years later, horribly mutated and partly insane, if they are found at all. It is becoming evident something is stirring deep below Maj'Eyal.
That something is you.

Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!

Forbidden Cults makes two new classes available to play:

Writhing One: Give in to the corrupting forces and turn yourself gradually into an horror, summon horrors to do your bidding, shed your skin and melt your face to assault your foes. With your arm already turned into a tentacle, what creature can stop you?

Cultist of Entropy: Using its insanity and control of entropic forces to unravel the normal laws of physic this caster class can turn healing into attacks and call upon the forces of the void to reduce its foes to dust.

Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.

Forbidden Cults makes two new races available to play:

Drem: A corrupt subrace of dwarves, that somehow managed to keep a shred of sanity to not fully devolve into mindless horrors. They can enter a frenzy and even learn to summon horrors.

Krog: Ogres transformed by the very thing that should kill them. Their powerful attacks can stun their foes and they are so strong they can dual wield any one handed weapons.

Forbidden Cults adds many new zones for you to explore and die in:

Kroshkkur: An ancient Sher'tul Fortress laying half in ruins that serves as a focal point, and home, for all kinds of creatures seeking lost knowledge.

The Maggot: A huge living corrupted worm about to destroy Kroshkkur! Teleport inside and save your sanctuary of horrors!

The Scourge Pits: On the south of the Iron Throne lays a fool pit of ... -- redacted by corrupt forces --

Forbidden Tomes: Find special artifact books of ancient lore. But, read at your own peril, for the story they tell may very well suck you in... quite literally.
Maybe you will even find The One That Writes...

Occult Egress: A strange, extremely old, contraption of unknown origin. It seems to require some kind of code sequence to activate. Maybe you will find some during your adventures?

The Entropic Void: So you think you are strong? Powerful? Invulnerable? In the end, entropy always wins, as you will learn...

What would an expansion about horrors be without a bunch of new horrors to torment you with? Please give a warm welcome to:

Killed by steam giant yeti rider at level 5 on the 20th Retaking 124th year of Ascendancy at 01:20
Killed by steam giant guard at level 6 on the 20th Retaking 124th year of Ascendancy at 07:12
Killed by Urasum the shalore at level 11 on the 37th Retaking 124th year of Ascendancy at 19:36
Killed by Asimrasad the shalore at level 11 on the 41st Retaking 124th year of Ascendancy at 05:29
Killed by Araavdusad the shalore at level 11 on the 44th Retaking 124th year of Ascendancy at 12:25

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 21Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect.
You use the dissipated energy to create a shield lasting 3 turns and blocking 61 damage per debuff cleansed (not counting cross-tier ones).
If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown.
Its effects scale with your Strength stat.

Class Talents

Steamtech / Battlefield management

1.30

Effective talent level: 1.3Use mode: SustainedDrains steam: 5Range: melee/personalCooldown: 7Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a steamtech powerDescription: Firmly plant your steamsaws in the ground, using them to propel yourself very quickly (+206% movement speed).
Any foes on either side of your movement get wrecked by the saws, knocking them 3 tiles away from you.
Attacking or using any talent will break this effect.
When this effect is broken or cancelled the sudden change in motion deals 151% weapon damage to all foes around you. To do full damage you need to have moved at least 5 times, otherwise damage is lower (or null for no movement).The wheels of death! Amazing!

Saw Wheels

1/5

Effective talent level: 1.3Use mode: SustainedDrains steam: 3Range: melee/personalCooldown: 5Travel Speed: instantaneousUsage Speed: Steamtech (100% of a turn)Is: a steamtech powerDescription: Spin your saws wildly around you to create a wall of steamy sawteeth.
All melee damage against you is reduced by 13%, you have 13% chance to evade projectiles and you can never take a blow that deals more than 95% of your max life.Split their bones on the saws of death!

Effective talent level: 0.0Use mode: PassiveIs: a steamtech powerDescription: You have lived through many battles, and your experience makes you a gritty veteran.
Saw Wheels end of effect attack increased by 0%.
Grinding Shield lets you live below your normal limits, up to -0 life.
Punishment has a 0% chance to have its cooldown reduced by 1 for each effect.Domination for all!

Battlefield Veteran

0/5

Steamtech / Sawmaiming

1.40

Effective talent level: 2.8Use mode: ActivatedSteam cost: 15Range: melee/personalCooldown: 9Travel Speed: instantaneousUsage Speed: Steamtech (100% of a turn)Is: a steamtech powerDescription: Hits the target on the arms with one rotating saw doing 145% damage and trying to maim it for 3 turns.
Maimed foes deal 34% less damage.
The chance improves with your Physical power.Cutting your foes has never been so simple!

To The Arms

2/5

Effective talent level: 2.8Use mode: ActivatedSteam cost: 10Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Steamtech (100% of a turn)Is: a steamtech powerDescription: You "gently" slam your saws into the wounds of a creature, dealing 90% weapon damage and deepening the wounds.
All bleeding wounds durations are increased by 2 turns and the damage by 114% (this may be done only once per bleeding effect).
When this happens a gush of blood is projected in a narrow cone of radius 4, dealing 104.99 physical damage to all creatures.
The power and damage improves with your Steampower.The marvels of technology, now at the service of true butchery!

Bloodstream

2/5

Effective talent level: 1.4Use mode: ActivatedSteam cost: 20Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Steamtech (100% of a turn)Is: a steamtech powerDescription: You try to sever the spine of your foe, reducing its global speed by 29% for 4 turns and dealing 108% weapon damage.
The power of the blow also removes up to 1 physical effects.
If your talent level is at least 3 1 physical or magical sustains are also removed.Break them, grind them, mow them down!

Spinal Break

1/5

Effective talent level: 0.0Use mode: SustainedDrains steam: 10Range: 5Cooldown: 15Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a steamtech powerDescription: When you kill a foe you place small explosives with shrapnels inside its body, making it explode in radius 5.
Any foes hit will bleed for 0.99 damage per turn for 6 turns. The shrapnels also damage the vocal cords (or related organ), silencing them for -2 turns.Use the finest of wartech now: shrapnels. For blood and mayhem!

Goresplosion

0/5

Steamtech / Butchery

1.30

Effective talent level: 3.9Use mode: PassiveIs: a steamtech powerDescription: Increases weapon damage by 59% and Physical Power by 30 when using steamsaws.

Effective talent level: 0.0Use mode: ActivatedSteam cost: 30Range: 5Cooldown: 10Travel Speed: instantaneousUsage Speed: Steamtech (100% of a turn)Is: a steamtech powerDescription: Throw a small, unstable steam engine on the battlefield that will go critical after 2 turns.
It will then create an explosion of hot vapour in radius 1, burning all foes for 12.18 fire damage.
Any bleeding foe caught in the flames will take 40% more damage.
Damage scales with your Steampower.Tick Tock Tick BOOM!

Explosive Steam Engine

0/5

Effective talent level: 0.0Use mode: PassiveIs: a steamtech powerDescription: Explosive Steam Engine vapour now lingers for 5 turns.
Each turn, bleeding foes inside the cloud will take 3.29 fire damage.
Any steamtech-using creature will also regenerate 0 additional steam per turn while inside the cloud.
Damage scales with your Steampower.Modern technology at the service of burnination!

Lingering Cloud

0/5

Effective talent level: 0.0Use mode: ActivatedSteam cost: 30Range: 5Cooldown: 10Travel Speed: instantaneousUsage Speed: Steamtech (100% of a turn)Is: a steamtech powerDescription: Throw a tremor engine on the battlefield that will trigger after 2 turns.
For 5 turns after triggering, it will constantly shake the ground and stun, pin, or disarm any creature in radius 1 for 0 turns.The ground is mere paper to you!

Tremor Engine

0/5

Effective talent level: 0.0Use mode: PassiveIs: a steamtech powerDescription: On its last pulse, your Tremor Engine shakes violently, raising a volcano for 0 turns.
Each turn, the volcano will send out fiery boulders that deal 3.34 fire and 3.34 physical damage.
Damage scales with your Steampower.All the fury of fire at your disposal!

Seismic Activity

0/5

Generic Talents

Steamtech / Physics

1.20

Effective talent level: 3.6Use mode: PassiveIs: a steamtech powerDescription: Allows you to create smithed tinkers of level 3.
You will learn a new schematic at level 1.
Each other talent level, you have a 20% chance to learn one more random schematic, if you have not gained it by level 5 you are guaranteed it (unless all are known).
This talent is required for the following tinkers (you still need to learn/find the schematics):* Incendiary Groove* Spike Attachment* Ablative Armour* Saw Projector (known)* Shocking Edge* Rustproof Coating* Solid Shell* Focus Lens* Steamgun* Silver Filigree* Razor Edge* Back Support* Acid Groove* Mana Coil* Grounding Strap* Steamsaw (known)* Fatal Attractor* Viral Needlegun* Crystal Edge* Weapon Automaton: One Handed* Armour Reinforcement (known)* Crystal Plating* Winterchill Edge* Toxic Cannister Launcher* Viral Injector* ...perhaps more to discover...

Smith

3/5

Effective talent level: 2.4Use mode: PassiveIs: a steamtech powerDescription: Allows you to create mechanical tinkers of level 2.
You will learn a new schematic at level 1.
Each other talent level, you have a 20% chance to learn one more random schematic, if you have not gained it by level 5 you are guaranteed it (unless all are known).
This talent is required for the following tinkers (you still need to learn/find the schematics):* Voltaic Sentry* Saw Projector (known)* Kinetic Stabiliser* Rocket Boots (known)* Back Support* Steamsaw (known)* Fatal Attractor* Hook Shell* Saw Shell (known)* Weapon Automaton: One Handed* Iron Grip* Spring Grapple (known)* Air Recycler (known)* Hand Cannon* ...perhaps more to discover...

Mechanical

2/5

Effective talent level: 0.0Use mode: PassiveIs: a steamtech powerDescription: Allows you to create electrical tinkers of level 0.
You will learn a new schematic at level 1.
Each other talent level, you have a 20% chance to learn one more random schematic, if you have not gained it by level 5 you are guaranteed it (unless all are known).
This talent is required for the following tinkers (you still need to learn/find the schematics):* Voltaic Sentry* Black Light Emitter* Shocking Edge* Magnetic Shell* Galvanic Retributor* Mana Coil* Shocking Touch* Grounding Strap* Fatal Attractor* Lightning Coil* Voltaic Shell* Weapon Automaton: One Handed* White Light Emitter* Power Distributor* Mental Stimulator* Deflection Field (known)* ...perhaps more to discover...

Effective talent level: 0.0Use mode: PassiveIs: a steamtech powerDescription: Working iron has honed your body into an amazing shape, granting 0 strength and constitution.
At talent level 5, you are so incredibly built that you gain one size category.

Massive Physique

0/5

Effective talent level: 0.0Use mode: PassiveIs: a steamtech powerDescription: Working long hours at a forge has made you incredibly slow to tire and given you endless vitality.
Your healing factor is increased by 0% and your life regeneration by 0.00.
Stopping you is nearly impossible; your pinning resistance is increased by 0%.

Endless Endurance

0/5

Effective talent level: 0.0Use mode: PassiveIs: a steamtech powerDescription: Slaving for many years at the forge has made you more resilient to physical pain and fire burns.
Your fire resistance is increased by 0% and your physical resistance by 0%.
At talent level 5, you are so accustomed to the flames that you become immune to the fireburn effect.

Life in the Flames

0/5

Effective talent level: 0.0Use mode: PassiveIs: a steamtech powerDescription: You can easily see the weak points in your enemy's defenses. After all, you know to look for the same flaws in your own work.
This grants 0 armour penetration and 0% critical strike multiplier.
At talent level 5, you can also fight stealthed and invisible creatures without penalty.

Craftsman's Eye

0/5

Race / Orc

1.00

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 46Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: Summons your lust for blood and destruction; especially when the odds are against you.
You increase your damage by 10% + 2.0% per enemy you can see in line of sight of you (maximum 5 enemies, 19.8% bonus) for 3 turns.
The damage bonus will increase with your Constitution.

Orcish Fury

1/5

Effective talent level: 0.0Use mode: PassiveCooldown: 12Description: Orcs have been the prey of the other races for thousands of years, with or without justification. They have learnt to withstand things that would break weaker races.
When your life goes below 50% your sheer determination cleanses you of 1 mental debuff(s) based on talent level and Willpower. This can only happen once every 0 turns.
Also increases physical save by +12.

Hold the Ground

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Orcs have seen countless battles, and won many of them.
You revel in the defeat of your foes, gaining 5% damage resistance for 2 turns each time you kill an enemy.
The resistance will scale with talent level and your Constitution.
Additionally, passively increase all damage penetration by 0%.

Skirmisher

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 54Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: Call upon the will of all of the Orc Prides to survive this battle.
You remove up to 1 detrimental effect(s) then heal for 71 life.
The healing will increase with talent level and your Willpower.

Pride of the Orcs

0/5

Steamtech / Chemistry

1.20

Effective talent level: 2.4Use mode: PassiveIs: a steamtech powerDescription: Allows you to create therapeutic tinkers of level 2.
You will learn a new schematic at level 1.
Each other talent level, you have a 20% chance to learn one more random schematic, if you have not gained it by level 5 you are guaranteed it (unless all are known).
This talent is required for the following tinkers (you still need to learn/find the schematics):* Fiery Salve* Botanical Shell* Second Skin* Alchemist's Helper* Moss Tread* Healing Salve (known)* Antimagic Shell* Water Salve (known)* Frost Salve* Fungal Web* Air Recycler (known)* Poison Groove* Power Distributor* Viral Injector* Unstoppable Force Salve* Pain Suppressor Salve* ...perhaps more to discover...

Therapeutics

2/5

Effective talent level: 0.0Use mode: PassiveIs: a steamtech powerDescription: Allows you to create chemical tinkers of level 0.
You will learn a new schematic at level 1.
Each other talent level, you have a 20% chance to learn one more random schematic, if you have not gained it by level 5 you are guaranteed it (unless all are known).
This talent is required for the following tinkers (you still need to learn/find the schematics):* Fireproof Coating* Waterproof Coating* Black Light Emitter* Rustproof Coating* Alchemist's Helper* Acid Groove* Flash Powder* Corrosive Shell* Toxic Shell* White Light Emitter* Winterchill Edge* Itching Powder* ...perhaps more to discover...

Chemistry

0/5

Effective talent level: 0.0Use mode: PassiveIs: a steamtech powerDescription: Allows you to create explosive tinkers of level 0.
You will learn a new schematic at level 1.
Each other talent level, you have a 20% chance to learn one more random schematic, if you have not gained it by level 5 you are guaranteed it (unless all are known).
This talent is required for the following tinkers (you still need to learn/find the schematics):* Botanical Shell* Incendiary Groove* Ablative Armour* Flare Shell* Solid Shell* Steamgun* Thunderclap Coating* Magnetic Shell* Thunder Grenade* Headlamp* Voltaic Shell* Hook Shell* Corrosive Shell* Antimagic Shell* Saw Shell (known)* Explosive Shell (known)* Toxic Shell* Hand Cannon* ...perhaps more to discover...

Effective talent level: 3.9Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 8, Armour hardiness by 43%, and reduces the chance melee or ranged attacks critically hit you by 11% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.

Heavy Armour Training

3/5

Effective talent level: 0.0Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 4 Defense, 0% Armour hardiness, and 0% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 2 for 2 turns.
The Defense bonus scales with your Dexterity.

Effective talent level: 0.0Use mode: PassiveDescription: Increases weapon damage by 0% and physical power by 30 when using swords, axes or maces.

Weapons Mastery

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Increases weapon damage by 0% and physical power by 30 when using daggers.

Dagger Mastery

0/5

Effects

talent

Overheat Saws

detrimental effect

The more you use runes, the longer they will take to recharge (+1 cooldowns).

Runic Saturation

detrimental effect

Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%.

Spellshocked

detrimental effect

Reduces global action speed by 9% and all outgoing projectiles speed by 27%.

Congeal Time

Quests

Our ultimate goal on the mainland is to get rid of the Sunwall once and for all.
To do that we will prepare a special surprise to help our final attack.

Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient.
When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning.
Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city.

A Ritch Party

active

The giants have breached the mountain-side of Kruk pride!
They are invading the town just when most of our forces are outside.
Only you and few others are left to close the breach by collapsing the tunnel from the inside.

* You have collapsed the tunnel, saving the Pride. For now.

Homeland

done

To win the war you must help the Pride by striking a blow to the giant's morale and supply lines.

* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe.* You must explore the Yeti Cave and destroy the patriarch!

Of Steamwork and Pain

active

Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit?
He does sound well armed, though, so be prepared as it is likely very dangerous.
So maybe take some time to plan the raid.

The Grumpy Shopowner

active

A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland.
With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed.

A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port.
It would be a good idea for you to not be there anymore when the bomb explodes however.

This is our land!

active

The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders.
Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland.
Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us.

* You have destroyed the sunwall outpost, and secured a way to the mainland.

Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn)
When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you.

It Which Writhes

On fingers

rogue's copper ring of power
Powered by arcane forces
Crafted by a master0.10 Encumbrance.

Steamsaws use steam pressure to rotate a serrated metal blade at high speed.
Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking).
They can be wielded in the main or off hand.
Vrmmmmm!

Steamsaws use steam pressure to rotate a serrated metal blade at high speed.
Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking).
They can be wielded in the main or off hand.
Vrmmmmm!

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 11Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to teleport randomly in a range of 34 with a minimum range of 15.
Its effects scale with your Dexterity stat.It can be used to inscribe your skin with the rune.

Steamsaws use steam pressure to rotate a serrated metal blade at high speed.
Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking).
They can be wielded in the main or off hand.
Vrmmmmm!

This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port.

Tower Detonator

brass lantern2.00 Encumbrance.

Type: lite / lite ; tier 1

When wielded/worn:
Light radius: +3

A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.

brass lantern

Automated Portable Extractor
Powered by steamtech0.00 Encumbrance.

[Plot Item]
Type: tinker / power

When carried:It can be used to melt all the items in the APE at once (also done automatically when you change level)

Activation costs 0 power out of 1000/1000.

The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes.
The metals are melted into lumps of ore to server for the creation of tinkers.
Any remains are melted and turned into valuable materials.

Automated Portable Extractor

Rod of Recall (1/1)
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: charm / rod

It can be used to recall the user to the worldmap after 40 turns

Activation costs 202 power out of 400/400.

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Using medical injector with 100% efficiency and 100% cooldown modifier.
Activating this item is instant.It can be used to remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity)